using System;
using ns27;
using Triton.Game.Mono;

namespace Triton.Game.Mapping
{
	[Attribute38("EndTurnButton")]
	public class EndTurnButton : MonoBehaviour
	{
		public ActorStateMgr m_ActorStateMgr => method_3<ActorStateMgr>("m_ActorStateMgr");

		public UberText m_MyTurnText => method_3<UberText>("m_MyTurnText");

		public UberText m_WaitingText => method_3<UberText>("m_WaitingText");

		public GameObject m_GreenHighlight => method_3<GameObject>("m_GreenHighlight");

		public GameObject m_WhiteHighlight => method_3<GameObject>("m_WhiteHighlight");

		public GameObject m_EndTurnButtonMesh => method_3<GameObject>("m_EndTurnButtonMesh");

		public bool m_inputBlocked => method_2<bool>("m_inputBlocked");

		public bool m_pressed => method_2<bool>("m_pressed");

		public bool m_playedNmpSoundThisTurn => method_2<bool>("m_playedNmpSoundThisTurn");

		public bool m_mousedOver => method_2<bool>("m_mousedOver");

		public int m_inputBlockers => method_2<int>("m_inputBlockers");

		public EndTurnButton(IntPtr address, string className)
			: base(address, className)
		{
		}

		public EndTurnButton(IntPtr address)
			: this(address, "EndTurnButton")
		{
		}

		public static EndTurnButton Get()
		{
			return MonoClass.smethod_15<EndTurnButton>(TritonHs.MainAssemblyPath, "", "EndTurnButton", "Get", Array.Empty<object>());
		}

		public void Awake()
		{
			method_8("Awake");
		}

		public void OnDestroy()
		{
			method_8("OnDestroy");
		}

		public void Start()
		{
			method_8("Start");
		}

		public GameObject GetButtonContainer()
		{
			return method_14<GameObject>("GetButtonContainer", Array.Empty<object>());
		}

		public void PlayPushDownAnimation()
		{
			method_8("PlayPushDownAnimation");
		}

		public void PlayButtonUpAnimation()
		{
			method_8("PlayButtonUpAnimation");
		}

		public bool IsInWaitingState()
		{
			return method_11<bool>("IsInWaitingState", Array.Empty<object>());
		}

		public bool IsInNMPState()
		{
			return method_11<bool>("IsInNMPState", Array.Empty<object>());
		}

		public bool IsInYouHavePlaysState()
		{
			return method_11<bool>("IsInYouHavePlaysState", Array.Empty<object>());
		}

		public bool HasNoMorePlays()
		{
			return method_11<bool>("HasNoMorePlays", Array.Empty<object>());
		}

		public bool IsInputBlocked()
		{
			return method_11<bool>("IsInputBlocked", Array.Empty<object>());
		}

		public void AddInputBlocker()
		{
			method_8("AddInputBlocker");
		}

		public void RemoveInputBlocker()
		{
			method_8("RemoveInputBlocker");
		}

		public void HandleMouseOver()
		{
			method_8("HandleMouseOver");
		}

		public void HandleMouseOut()
		{
			method_8("HandleMouseOut");
		}

		public void PutInMouseOverState()
		{
			method_8("PutInMouseOverState");
		}

		public void PutInMouseOffState()
		{
			method_8("PutInMouseOffState");
		}

		public void OnUpdateIntensityValue(float newValue)
		{
			method_8("OnUpdateIntensityValue", newValue);
		}

		public void HandleGameStart()
		{
			method_8("HandleGameStart");
		}

		public void SetButtonState(ActorStateType stateType)
		{
			method_8("SetButtonState", stateType);
		}

		public void UpdateState()
		{
			method_8("UpdateState");
		}

		public void DisplayExtraTurnState()
		{
			method_8("DisplayExtraTurnState");
		}

		public bool HasExtraTurn()
		{
			return method_11<bool>("HasExtraTurn", Array.Empty<object>());
		}

		public ActorStateType GetAppropriateYourTurnState()
		{
			return method_11<ActorStateType>("GetAppropriateYourTurnState", Array.Empty<object>());
		}

		public ActorStateType GetAppropriateYourTurnNMPState()
		{
			return method_11<ActorStateType>("GetAppropriateYourTurnNMPState", Array.Empty<object>());
		}

		public void UpdateButtonText()
		{
			method_8("UpdateButtonText");
		}

		public void SetStateToYourTurn()
		{
			method_8("SetStateToYourTurn");
		}

		public void SetStateToNoMorePlays()
		{
			method_8("SetStateToNoMorePlays");
		}

		public void SetStateToWaiting()
		{
			method_8("SetStateToWaiting");
		}

		public void OnCreateGame(GameState.CreateGamePhase phase, object userData)
		{
			method_8("OnCreateGame", phase, userData);
		}

		public void OnMulliganEnded()
		{
			method_8("OnMulliganEnded");
		}

		public void OnTurnStartManagerFinished()
		{
			method_8("OnTurnStartManagerFinished");
		}

		public void OnTurnChanged()
		{
			method_8("OnTurnChanged");
		}

		public void OnEndTurnRequested()
		{
			method_8("OnEndTurnRequested");
		}

		public void OnOptionsReceived(object userData)
		{
			method_8("OnOptionsReceived", userData);
		}

		public void OnTurnTimerStart()
		{
			method_8("OnTurnTimerStart");
		}

		public void OnTurnTimerEnded(bool isFriendlyPlayerTurnTimer)
		{
			method_8("OnTurnTimerEnded", isFriendlyPlayerTurnTimer);
		}
	}
}
